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Master Astrologer, “the Celestial Sage”

“Unlock the Secrets of the Cosmos: Become a Master Astrologer!”

Master Astrologer, Public Domain, https://commons.wikimedia.org/w/index.php?curid=1038245
Public Domain, https://commons.wikimedia.org/w/index.php?curid=1038245

Master Astrologers believe the stars hold the answers to every question, and the life of every individual and the fate of every nation rest upon the patterns in the night sky, upon the fate dictated my the mystical mathematics of the Zodiac. Astrologers pursue this knowledge and insight above all else.

Originally Posted by Shadowfoot of the Wizards Community forums.

On this Thread

Requirements

To qualify to become an astrologer, a character must fulfill all the following criteria.
Alignment: Any nonchaotic.
Skills: Knowledge (Arcana, Nature, or Religion) 6, Spot 4.
Feats: One of the following: Fortune telling, Scholarly, or Subschool Focus (Pattern).
Spells: The character must be able to cast 3rd-level spells.
Alternate: The character may substitute for the Feat requirement having two Zodiac domains, such as Aquarius and Libra, or by dabbling in Astrology.

Game Rule Information

Astrologers have the following game statistics.
Hit Die: d4
Class Skills: The astrologer’s class skills are Concentration (Constitution), Craft (Intelligence), Knowledge (any two: Arcana, Nature, or Religion) (Intelligence), Profession (Wisdom), Spellcraft (Intelligence), and Spot (Wisdom).

Skill Points at Each Level: 2 + Intelligence modifier.

The Astrologer
LevelBase Attacks FortRefWillSpecial Spells per Day
1st+0+0+0+2Air Sign, Stargazing, Star Sign+1 level of existing class
2nd+1+0+0+3Starfall, Spellcasting+1 level of existing class
3rd+1+1+1+3Astronomer’s Eye+1 level of existing class
4th+2+1+1+4Water Sign+1 level of existing class
5th+2+1+1+4Astromancy+1 level of existing class
6th+3+2+2+5Constellate Spell+1 level of existing class
7th+3+2+2+5Fire Sign+1 level of existing class
8th+4+2+2+6Cosmic Fate+1 level of existing class
9th+4+3+3+6Starlit Grace+1 level of existing class
10th+5+3+3+7Earth Sign, Falling Star+1 level of existing class

Class Features

constellation, constellation map, zodiac sign

All of the following are class features of the astrologer prestige class.

Weapons and Armor Proficiency: Astrologers gain no additional weapon or armor proficiencies.

Air Sign: The astrologer recognizes the power of astrology and, specifically, in the signs of the zodiac, focusing his mind on the secrets of one of the Air Signs. He selects a sign of the zodiac or the Zodiac option from the Air Sign list, gaining the associated special ability:

  • Aquarius: The Water Bearer. Three times per day, the astrologer can Create Water as the spell cast by a cleric of his astrologer level, poured from an illusory decanter that appears floating in the air before him. This is a Conjuration (Creation) spell-like ability.
  • Gemini: The Twins. Twice per day, he can cause a single mirror image to appear next to him as a move action. The image persists for 1 round per caster level. Gemini is an Illusion (Figment) spell-like ability that does not provoke an attack of opportunity.
  • Libra: The Scales. Once per day for a number of rounds equal to his astrologer level, he can water walk as a supernatural Transmutation ability.

Zodiac: Survival is a class skill, and he receives a bonus to all Survival checks made to determine direction or predict the weather equal to half his levels in astrologer.

If the astrologer is an Aquarius, Gemini, or Libra (see Star Sign class feature), he receives his sign’s special ability in addition to a chosen ability.

The astrologer can enhance Air Sign with the Extra Astrologer Ability feat.

Stargazing: In the glittering geometry of constellations, the subtle crawl of stars, and the complex clockwork of the night sky, the astrologer sees omens and probabilities, portents of things to come. Once per night while under a starry sky, he can effect an Augury, as the spell cast by a cleric of his character level, which stacks with the benefit of the Fortunetelling feat. This is a Divination spell-like ability.

In addition, while under the stars, the astrologer can always determine north and can either estimate the general time (within 30 minutes) since dusk or until dawn or estimate the exact time (within 5 minutes) since he last checked the sky that night.

Star Sign: Every being born on the Prime Material Plane has a Star Sign, a zodiacal designation that corresponds to the time of year born. The astrologer, however, finds assurance and insight in his own sign, knowing well and believing its implications and power. He determines his Star Sign from the following list: Aquarius, Aries, Cancer, Capricorn, Gemini, Leo, Libra, Pisces, Sagittarius, Scorpio, Taurus, or Virgo. The astrologer then receives one of the following benefits, depending on the elemental nature of his Star Sign:

  • Air Signs: [Aquarius, Gemini, Libra] Air signs are free-spirited, unpredictable, and liberated. The astrologer receives a +1 bonus to Reflex saves and a +2 bonus to Escape Artist checks.
  • Earth Signs: [Capricorn, Taurus, Virgo] Earth signs are reliable, consistent, and strong. He receives a +1 bonus to Fortitude saves and a +2 bonus to Concentration checks.
  • Fire Signs: [Aries, Leo, Sagittarius] Fire signs are impulsive, outgoing, and temperamental. He receives a +2 bonus to Initiative rolls and Intimidate checks.
  • Water Signs: [Cancer, Pisces, Scorpio] Water signs are intuitive, sensitive, and contemplative. He receives a +1 bonus to Will saves and a +2 bonus to Sense Motive checks.

Spellcasting [2nd/3rd/4th/5th/7th/8th/9th/10th level]: At the indicated levels, the astrologer gains spellcasting ability as if he had attained a level of whatever class met the Spells requirement of this prestige class.

Starfall [2nd level]: The stars seem to flutter gently to earth at the astrologer’s command. Once per day for every two astrologer levels, he can cast glitterdust as the spell cast by a druid of his astrologer level; if the astrologer can already cast glitterdust, his levels in that class stack with astrologer levels for determining Starfall. This is a Conjuration (Creation) spell-like ability.

The astrologer can enhance Starfall with the Extra Astrologer Ability feat.

Astronomer’s Eye [3rd level]: A lifetime studying the night sky has granted the astrologer eyes keen to the dark. He receives Low-Light Vision as an extraordinary ability, which stacks with any existing Low-Light Vision; if he, for example, can already see twice as far as a normal human in low light, he now sees three times as far.

Water Sign [4th level]: He explores the power of an additional sign of the zodiac. At 4th level, the astrologer selects a sign of the zodiac or the Zodiac option from the Air Sign or Water Sign list, gaining the associated special ability:

  • Cancer: The Crab. Three times per day, the astrologer can effect mage armor upon himself as a the spell cast my a wizard of his caster level, accompanied by the faint illusion of a translucent crab encompassing the astrologer. This is a spell-like ability.
  • Pisces: The Fish. He can breathe water and adopts the illusory qualities of faint fish scales and gills when employing this supernatural quality.
  • Scorpio: The Scorpion. Twice per day, his touch can poison, as the spell cast by a druid of his caster level.

Zodiac: He receives the Subschool Focus (Pattern) feat for free, even if he does not otherwise qualify for the feat.

If the astrologer is a Cancer, Pisces, or Scorpio, he receives his sign’s special ability in addition to a chosen ability.

The astrologer can enhance Water Sign with the Extra Astrologer Ability feat.

Astromancy [5th level]: For answers, he need only look skyward. Once per day, the astrologer may expend his daily use of Stargazing to effect a divination instead, as the spell cast by a cleric of his character level. This spell-like Divination ability requires 1 minute of study.

Constellate Spell [6th level]: His spells can connect targets to targets like the imaginary lines connecting the stars of a constellation. When the astrologer casts any ray spell, the ray has a possibility of affecting multiple targets, striking one target only to continue to strike another and then another.

As he casts the ray spell, the astrologer designates the intended targets of the spell in the order they are to be struck; each target must be within 30 feet of the previous target and still within range of the spell. If the ray successfully strikes its initial target normally, it instantly flashes from the that target to the second designated target, requiring the astrologer to make a ranged touch attack against the second target at a –2 penalty and unmodified by any dexterity bonus to the attack roll.

If the ray strikes the second target, it continues on to the third, requiring another unmodified ranged touch attack roll, at a – 4 penalty, and then to the fourth designated target and so on, with the attack penalty increasing by –2 for each subsequent target. If the ray fails to strike a designated target, critically strikes any target, or destroys any target (as might disintegration), the ray stops and the spell ends normally.

The astrologer can designated two targets with the Constellate Spell ability normally the initial target plus a second target. Each additional target designated requires the astrologer to use a spell slot one level higher to cast the ray, as a Metamagic effect. If the astrologer designates four or more targets, the last target designated can also be the initial target of the spell, allowing the ray to return to the initial target, possibly damaging it twice by the same spell, and “close” the constellation. When the final designated target is also the initial target of the ray, the penalty to the final attack roll is halved.

For example, an astrologer designates four targets with his ray of enfeeblement, casting the spell as a 3rd-level spell and designating the initial target as also the final target of the ray. He makes a ranged touch attack against the initial target, adding his Dexterity modifier normally, and successfully strikes, enfeebling the target.

The ray instantly shoots from the initial target to the second designated target; the astrologer makes a ranged touch attack against that target without any Dexterity modifier and with a -2 penalty, and successfully strikes, enfeebling the second target. The ray instantly flies to the third target, requiring an unmodified ranged touch attack with a -4 penalty.

The ray strikes and instantly shoots back to the initial target of the spell, requiring an unmodified ranged touch attack with a –3 penalty (half of the normal -6 penalty), and strikes, enfeebling the target once again. Had the ray failed to strike or critically struck any target, it would have stopped, ending the spell.

This is an extraordinary ability and, when more than two creatures are targeted by a spell, a Metamagic effect.

Fire Sign [7th level]: The astrologer focuses his study on another sign of the zodiac, gleaning from it magical power. At 4th level, the astrologer selects a sign of the zodiac or the Zodiac option from the Air Sign, Fire Sign, or Water Sign list, gaining the associated special ability:

  • Aries: The Ram. When the astrologer makes bull rush attempt, a bludgeoning attack, or an open doors attempt on his turn after a move action, his Strength score is considered 4 points higher. This is extraordinary.
  • Leo: The Lion. Once per day up to 1 hour, he can Wild Shape into a lion as a supernatural ability.
  • Sagittarius: The Archer. He receives proficiency in the martial bow of his choice and gains one of the following feats for which he qualifies: Aim Spell, Far shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Target Spell, or Weapon Focus (Ray spells or any bow).

Zodiac: He receives the Greater Subschool Focus (Pattern) feat for free, if he otherwise qualifies for the feat.

If the astrologer is an Aries, Leo, or Sagittarius, he receives his sign’s special ability in addition to a chosen ability.

The astrologer can enhance Fire Sign with the Extra Greater Astrologer Ability feat.

Cosmic Fate [8th level]: The astrologer can see in your future pain and doom. Once per day, he may use his daily use of Stargazing to bestow
curse
upon a single creature within 30 feet. Cosmic Fate is a spell-like Language-Dependent Necromantic ability.

Starlit Grace [9th level]: He finds power in the night sky, reassurance and inspiration in the Great Cosmic Clock. When under a night sky, the astrologer receives a +1 morale bonus on all saves. This is extraordinary.

Earth Sign [10th level]: The secrets of another sign of the zodiac reveal themselves to him. At 10th level, the astrologer selects a sign of the zodiac or the Zodiac option from the Air Sign, Earth Sign, Fire Sign, or Water Sign list, gaining the associated special ability:

  • Capricorn: The Goat. The astrologer can change his appearance at will as a supernatural ability, as if using the alter self spell.
  • Taurus: The Bull. He receives his choice of a +2 bonus to Constitution, a +2 bonus to Strength, or a +1 bonus to both Constitution and Strength.
  • Virgo: The Virgin. Once per day, he can heal as a spell-like ability.

Zodiac: He selects any Zodiac domain; if he hasn’t already, he must select the domain corresponding to his Star Sign. He adds the listed spells to the spell list of the class that met the Spells requirement of this prestige class. If the benefiting class is cleric or a class granting Bonus Domain spells, the Zodiac domain’s spells are added to the list of domain spells from which he can prepare in that class each day.

If the class is wizard, bard, or any class that does not grant domain spells, the Zodiac spells are added the spell list of this class, as arcane or divine spells as appropriate, and he can select a single spell from the domain as a bonus Spell Known, up to the maximum spell level he can cast in that class.

If the astrologer is a Capricorn, Taurus, or Virgo, he receives his sign’s special ability in addition to a chosen ability.

The astrologer can enhance Earth Sign with the Extra Greater Astrologer Ability feat.

acient planet, astronomy, astrology

Falling Star [10th level]: The astrologer can pull a star from the sky and send it crashing into his enemies.

Once per week while under a night sky, he can cause a molten ball of fiery rock to streak from the sky to strike any target within Long ranged. The impact of the star has two effects: First, it causes an Earthquake, as the spell cast by cleric of his caster level. Secondly, all creatures within 15 feet of the impact point must make a Reflex save [DC 10 + astrologer level + ability modifier] or suffer 1d10 points of damage per astrologer level. Other creatures within 60 feet of the blast point must make a Reflex save or take 1d6 points of damage per astrologer level. Making the Reflex save results in half damage. Falling Star is a spell-like Fire and Force ability.

Causing a star to fall is a violation to the order of the cosmos and the careful clockwork of the zodiac. Every time the astrologer uses Falling Star, he suffers 1d4+1 points of temporary Wisdom damage and a permanent –2% penalty to all Stargazing auguries and Astromancy divinations.

Epic Astrologer

The epic-level astrologer continues his Hit Die, skill point, and Starfall progressions. At 13th level and every three levels thereafter, he can choose another ability from the Air Sign, Earth Sign, Fire Sign, or Water Sign class features. In addition, he receives bonus epic feats at 15th level and every five levels thereafter (15th, 20th, 25th, 30th, etc).

New Domains

AQUARIUS Domain

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. Big Dipper,
  2. summon monster II (Elemental Water),
  3. rogue wave,
  4. Wall of Water,
  5. transmute rock to mud,
  6. summon monster VI (Elemental Water),
  7. control weather,
  8. greater planar ally (Elemental Water),
  9. mass drown
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183973
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183973

ARIES Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183959
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183959

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. surefoot,
  2. mountain stance,
  3. Dire Charge,
  4. Battering Ram,
  5. lesser planar ally (cervidal),
  6. heroes’ feast (horn of plenty),
  7. Phantom Ram,
  8. head of Aries (clenched fist),
  9. Earthquake

CANCER Domain

By Osman - File:Supplément turc. 242, fol. 14v - Osman, Cancer 1582.png, Public Domain, https://commons.wikimedia.org/w/index.php?curid=55891792
By Osman – File:Supplément turc. 242, fol. 14v – Osman, Cancer 1582.png, Public Domain, https://commons.wikimedia.org/w/index.php?curid=55891792

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. mage armor,
  2. Barlen’s crabwalk,
  3. water breathing,
  4. beast claws,
  5. stoneskin,
  6. summon nature’s ally VI (Crab, Shark-Eating),
  7. clutching claw (grasping hand),
  8. iron body,
  9. crushing claw (crushing hand)

CAPRICORN Domain

By Unknown author - I scanned this image from a reproduction of a (normand?) medieval book of astrology (15th century), Public Domain, https://commons.wikimedia.org/w/index.php?curid=183971
By Unknown author – I scanned this image from a reproduction of a (normand?) medieval book of astrology (15th century), Public Domain, https://commons.wikimedia.org/w/index.php?curid=183971

Deities: The Zodiac.

Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. 1 lesser confusion,
  2. 2 alter self,
  3. 3 capricious zephyr,
  4. 4 confusion,
  5. 5 summon nature’s ally VI (Celestial Griffon),
  6. 6 summon nature’s ally VI (chaos beast),
  7. 7 Reality Maelstrom,
  8. 8 polymorph any object,
  9. 9 shapechange

GEMINI Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183961
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183961

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. mirror,
  2. mirror image,
  3. displacement,
  4. Telepathic Bond,
  5. mislead,
  6. spirit walk,
  7. project image,
  8. clone,
  9. Gemini’s twin

LEO Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183963
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183963

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. lion’s charge,
  2. cat’s grace,
  3. summon nature’s ally III (lion),
  4. beast claws,
  5. summon nature’s ally V (Dire Lion),
  6. mass cat’s grace,
  7. animal shapes (lions),
  8. lion’s roar,
  9. greater cloak of bravery

LIBRA Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183967
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183967

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. floating disk,
  2. mass stabilize,
  3. vampiric touch,
  4. air walk,
  5. battletide,
  6. disjoin,
  7. word of balance,
  8. Otiluke’s telekinetic sphere,
  9. weighed in the balance

PISCES Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183974
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183974

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. speed swim,
  2. summon monster II (fiendish shark/fiendish squid),
  3. water breathing,
  4. Black Tentacles,
  5. Cloak of the Sea,
  6. nixie’s grace,
  7. animal shapes (aquatic).
  8. Summon monster VIII (fiendish dire squid/celestial cachalot whale),
  9. summon monster IX (Fiendish Dire Shark)

SAGITTARIUS Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183969
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183969

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. protection from arrows,
  2. acid arrow,
  3. summon nature’s ally III (Centaur with +1 arrows),
  4. flame arrow,
  5. aim of Sagittarius,
  6. Spirit Bow,
  7. sunray,
  8. greater planar ally (three celestial centaurs with +3 arrows),
  9. arrow of slaying

SCORPIO Domain

Public Domain, https://commons.wikimedia.org/w/index.php?curid=183968
Public Domain, https://commons.wikimedia.org/w/index.php?curid=183968

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. summon monster I (Fiendish Monstrous Scorpion),
  2. summon swarm (scorpions),
  3. poison,
  4. giant vermin,
  5. Summon Monster V (Fiendish Monstrous Scorpion),
  6. harm,
  7. creeping doom (scorpions),
  8. clutching claw (grasping hand),
  9. summon monster IX (Fiendish Monstrous Scorpion)

TAURUS Domain

Taurus Astrological Sign at the Wisconsin State Capitol

Deities: The Zodiac.

Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. Resist Energy,
  2. bull’s strength,
  3. Dire Charge,
  4. improved bull’s strength,
  5. Summon Monster V (fiendish minotaur),
  6. mass bull’s strength,
  7. Tenser’s transformation,
  8. mass improved bull’s strength,
  9. summon monster IX (fiendish gorgon)

VIRGO Domain

By Unknown author - I scanned this image from a reproduction of a (normand?) medieval book of astrology (15th century), Public Domain, https://commons.wikimedia.org/w/index.php?curid=183966
By Unknown author – I scanned this image from a reproduction of a (normand?) medieval book of astrology (15th century), Public Domain, https://commons.wikimedia.org/w/index.php?curid=1839

Deities: The Zodiac.
Granted Power: You gain your Star Sign as a Bonus Domain. clerics who adopt a Zodiac domain do not worship a patron deity, do not have a favored weapon, do not receive domain powers, and cannot select domains other than Zodiac domains. But these clerics receive an extra Zodiac domain at 1st level corresponding to their personal star sign, adding the listed spells to their available domain spells.

Spells:

  1. Purify Food and Drink,
  2. eagle’s splendor,
  3. remove disease,
  4. blinding beauty,
  5. Atonement,
  6. heal,
  7. greater restoration,
  8. mind blank,
  9. mass heal
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